As some of you noticed, last week there was no recap, due to us all being invited to serve as judges at Gotland Game Conference, an event held each year at our old university! We all had a blast, but we couldn’t work that much on the game and as such didn’t feel we had enough to show. A huge congratulations to the well-deserved winners of the “Pwnage Award”, the first year students who made CoBots!

Now we’re back in the groove and working again, so here’s a taste of what we’re doing!

First off, since we’ve made a bunch new magic spells, we felt we needed to expand on the weapon skills as well. First in line is a two handed weapon skill which has been temporarily (and creatively) dubbed throw!

As always, click the image for an animated gif!

The reason for adding the throw skill was to add the potential of using ranged attacks with weapons. Currently it doesn’t have quite as long range as some of the spells, but it’s enough to open up some strategical options. The further you throw the weapon, the greater the damage will be when it hits. We’re toying with different ways to use the fact that you actually throw away your weapon!

It’s a pretty powerful spell considering it slices through all enemies in its path, so we’re considering having a significant mana cost that can be partially refunded by picking up the weapon again, or maybe even disabling the weapon from being used again until some time has passed or the player collects the weapon!

This could create some interesting gameplay, but at the same time we have to be careful not to cause unnecessary confusion or frustration. Expect this skill to have evolved quite a bit before final release!

In the meantime, Vilya has revisited the Winterland area and added a bunch of new props and decorations! Here’s a shot of some tribal inspired environment made to match the Frostling enemy which Fred’s been animating over the past few weeks.

Also good to hear you guys had a blast at your old Uni’s Gotland Game Conference.

Keep up the great worl. :)

Rene Aramis wrote at 11/06/2013 15:34:

Wow, all of the latest additions look great! I don’t know about everyone else, but I can’t wait till they are added to test. I sense bugs galore, and wonder when we can find em. ;D

Eric wrote at 11/06/2013 16:41:

Like the “Throw”. I would like the option that u loose the weapon as u already implemented the animation that the weapon sticks into the ground.
The mana costs should still be high to but give u a regain on mana when collecting the sword again.
I already have an idea for kind of special weapons with unique power. For this case it could be a weapon that sticks to the ground and gives in an certain area a spell boost where u make more damage….like anbattlemage way of playing:P:))
Last im playing piano for quite some time and i wrote a piece a short while ago. I didnt know what to do with it as it is not complete. But when i listen to it i more and more feel that i could be part of a role playing game.
When i get my hands back on my e-piano i try to record it and send it to u. I would appreciate an answer of u guys and if u maybe think about implementing this song into your world;)
Greetz, Eric

Sogomn wrote at 11/06/2013 17:42:

I like your aiming system! Especially playing with a game controller will be fun!
How does “Throw” work? Do you have to collect your weapon after using the attack? Losing a weapon for using a spell isn’t wise :D
A cool spell though!
Your game gets more and more shape, I really enjoy following your blog!

Sogomn

Pavlos8 wrote at 11/06/2013 19:49:

“Dubbed Throw” is awesome!

Antar wrote at 11/06/2013 21:42:

I just love the fluid animations! Great work. I also love the fact that combat has a good feel. It actually looks and feels like you are hitting something, not just swinging at air. Especially with the sound effects, I imagine what the throw sound effect will be.

Adam wrote at 13/06/2013 09:38:

I love the idea of being able to throw your weapon. Especially if it means that you have to go and collect it again (and cannot use the weapon until you do).

It would mean you have to use the skill strategically (thinking about where the enemies are, are you going to be able to safely retrieve the weapon, will it deal enough damage to kill the enemies and not leave you vulnerable etc.).

Personally, I’d love to see more skills like this. I think they are very innovative and would have a massive effect on the way the game is played (spam all the skills vs. thinking about which move to use in what situation). Good job, keep it up :)